Allow 8× multisampling in traditional (non-framebuffer) MSAA
This makes it possible to use 8× MSAA with the OpenGL 2.x renderer. (In Quake3e, this was already possible with OpenGL 1.x and Vulkan).
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@ -1125,7 +1125,7 @@ void R_Register( void )
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r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH );
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r_ext_multisample = ri.Cvar_Get( "r_ext_multisample", "0", CVAR_ARCHIVE | CVAR_LATCH );
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ri.Cvar_CheckRange( r_ext_multisample, "0", "4", CV_INTEGER );
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ri.Cvar_CheckRange( r_ext_multisample, "0", "8", CV_INTEGER );
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r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH);
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r_simpleMipMaps = ri.Cvar_Get( "r_simpleMipMaps", "1", CVAR_ARCHIVE | CVAR_LATCH );
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